Base Class: Sorcerer
Full credit goes to HedgeGM for this. I am importing it pretty much as it was posted for me to use in my campaign as I wanted to play a tiefling with her source of magic being her infernal heritage. It seems like a bit of an easy oversight by WotC not including this in the initial source books or any other up to the time I put this here.
While members of the Celestial Bloodline have their powers originate from angelic influence in their family history, the Infernal/Abyssal Bloodlines can boast with fiendish heritage. These sorcerers have their power come from corruption and evil, whether this comes from one of the Nine Hells, or the Countless Layers of Abyss, it doesn't matter, they are shunned and feared throughout the world.
Fiendish Heritage
At 1st level, you choose one type of fiend as your ancestor. This will affect your features you gain later, as well as the source of your powers.
Devil - Infernal
Demon - Abyssal
You can speak, read and write either Infernal or Abyssal. Additionally whenever you make a charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check
Abyssal - Demon
You can speak, read and write Abyssal. Additionally whenever you make a charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check
Infernal - Devil
You can speak, read and write Infernal. Additionally whenever you make a charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check
Fiendish Vigor
Fiendish Vigor
Your fiendish blood makes you more resilient. Starting at 1st level you gain resistance to poison damage and advantage on your constitution saving throws
Infernal/Abyssal Strike
Starting at 6th level, as a bonus action you can spend a sorcery point to enhance your weapons with a sickening, supernatural poison. For every sorcery point spent, you can add 1d6 poison damage to the next successful strikes. The poison lasts for rounds equal to your Charisma modifier.
Devil/Demon Wings
Devil/Demon Wings
At 14th level, you gain the ability to sprout a pair of leathery 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.
Diabolic Sorcery
Diabolic Sorcery
Beginning at 18th level your fiendish powers reach their maximum potential. By sacrificing your own health, you can empower the spells. When casting a spell that deals damage, you can suffer a level of exhaustion to reroll any number of damage dice. You can only use this feature once per spell, and you must take the second roll.
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