Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws.
- **Diseased Bite:**
Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite. Once per turn, your bite can infect a creature with sewer plague. NightWings are immune to this disease.
- **Darkvision and Blindsight:**
You have darkvision out to 30 feet and blindsight out to 15 feet.
- **Fire Resistance:**
You have resistance to fire damage.
- **Breath Weapon (Recharge 6):**
You can exhale fire in a 40-by-10-foot line. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence or Constitution modifier). On a failed save, they take 2d4 fire damage, or half as much on a success. This damage increases at levels 5 (4d4), 11 (6d4), and 20 (8d4).
- **Scholarly Research:**
You are proficient in Arcana and History, and your proficiency bonus is doubled for both.
- **Languages:**
You can speak, read, and write Draconic and Scholar.
- Scholar uses complex technical jargon, making it incomprehensible to those unfamiliar with academic terminology. Conveying complex ideas takes half the time, but casual conversation takes four times as long.
At the end of a long rest, you can create a magical elixir in an empty flask you touch. Roll on the table below to determine its effect. The elixir is consumed as an action and lasts until drunk or until your next long rest.
You can also create additional elixirs by expending a 1st-level or higher spell slot, choosing the effect instead of rolling. At 6th level, you create two elixirs per long rest, and at 15th level, you create three. Each elixir requires a separate flask.
Your mastery of magical chemicals enhances your spells. When casting a spell using alchemist’s supplies as your focus, you add your Intelligence modifier (minimum +1) to one healing roll or one damage roll if it deals acid, fire, necrotic, or poison damage.