Base Class: Sorcerer
The Infernal blood flowing through you is the catalyst for your powers. Your connection to the Nine Hells gives you an affinity with fire and in dealing with Devils.
Devilish Ancestor
The Infernal blood flowing through you is the catalyst for your powers. Your connection to the Nine Hells gives you an affinity with fire and in dealing with Devils.
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.
Infernal Resilience
As magic flows through your body, it causes physical traits of your infernal ancestors to emerge. At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of scales. When you aren’t wearing armour, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you Cast a Spell that deals Fire damage, 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 fire damage for 1 hour.
Devil Wings
At 14th level, you gain the ability to sprout a pair of fiendish 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 armour unless the armour 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 infernal 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.