Sorcerer Origin:

Hellborne

Your magic comes from the very residents of hell itself. Devils. Embodiments of evil that seek to enslave and corrupt humanity through deals and bargains.

You could have inherited this power from an ancestor who consorted with devils, stumbled upon a portal to hell, or have been touched by a fiend at birth. Regardless, your magic is vile and controlling. Through the brand or the chain, it seeks to control and subjugate all who resist your will.

Devil's Touch At 1st level, the power of the Nine Hells has twisted your tongue and heightened your mind. You have proficiency in either the persuasion or deception skill, your choice. Additionally you have advantage on Charisma (persuasion) or Wisdom (insight) checks pertaining to deals and agreements.

Flames Of Avernus At 6th level, your flames burn with the wrath of the Nine Hells. Whenever you deal fire damage with a spell or subclass feature, you can treat immunity as resistance and resistance as normal damage.

Chains Of Phlegethos Beginning at 6th level, your magic seeks to subjugate and bind those who dare to walk freely. Whenever a creature takes damage from, or fails a save against a spell you cast of 1st level or higher, you can expend 2 sorcery points to force the target to make a Charisma saving throw against your Sorcerer spell save DC. On a failed save, hellish chains reach out and bind them. The target is restrained. It can remake the Charisma saving throw at the start of its turns, ending its subjugation on a success. Additionally, you can spend an additional sorcery point to wreath any of your chains in hellish fire. Any creatures of your choice who are bound in your chains take fire damage equal to your Charisma modifier at the start of their turn The chains disappear after one minute.

Hell Gate Beginning at 14th level, you've learned to open gates wreathed in flames to travel short distance. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space that you can see. Immediately after you teleport, flames lash out from where you were. Any creature within 5 feet of your previous space must make a Dexterity saving throw against your Sorcerer spell save DC. On a failed save, they take fire damage equal to your Sorcerer level You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Credit to /u/flamableconcrete for the stains