Innate Blessings

Starting at 1st level, you know all sorcerer and wizard cantrips. All of these spells lose their Components requirement and gain the Somatic Component instead. Charisma is your spellcasting ability modifier. 

Martial Mastery

Also at 1st level, you are proficient in all weapons and armor. You can speak Abyssal, Celestial, Infernal and Primordial.

Subtle Flickerings

Starting at 2nd level, you can cast these spells At Will: Detect Good and Evil, Detect Magic, Thunderwave. These spells follow the same component rules as your cantrips. Your Thunderwave damage increases to 3d8 at 5th level, 4d8 at 8th level, 5d8 at 11th level, 6d8 at 14th level, 7d8 at 17th level. 

Ignite Spark

Starting at 5th level, as an action, you conjure a ball of fire and hurl it at a creature up to 120ft. Make a Ranged spell attack, on hit dealing 4d6 fire damage. You can cast the Enlarge/Reduce Spell At Will, but you can only cast on one creature at a time. If you cast it on another creature, while a different creature is affected, it loses the spells effect.

Surfacing Under

Starting at 6th level, you gain a tremor sense of 60ft and cast Meld into Stone and Water Walk At Will. These spells follow the same component rules as your cantrips. While on a solid surface you cannot be knocked prone, pushed or pulled. While underwater you can rise or sink three times as fast. Also, you do not suffer difficult terrain from non-magical means.