Base Class: Sorcerer
This subclass was born of a marriage between the Sorcerous Origins Draconic Bloodline and Divine Soul, a modification made to suit a particular campaign setting and player character.
Demonic Magic
Your link to the infernal allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, you learn inflict wounds or bane. Either is a sorcerer spell for you, but doesn't count against your number of sorcerer spells known. If you later replace your chosen spell, you must replace it with a spell from the cleric spell list.
Chaos
You learn the bane spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Evil
You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Demonic 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 grow more durable, your flesh taking on a faint otherworldly sheen. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Bond
Starting at 6th level, when you cast a spell that deals damage of the type associated with your demonic 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
Starting at 14th level, you can use a bonus action to sprout a pair of bat-like 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.
Demonic Presence
Beginning at 18th level, you can channel the dread presence of your demonic 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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