There's no such thing as senseless violence, according to the one who commits it. Characters who kill or torture without at least an internal justification are crazy, not evil. You don't have a reason to kill people in the party or at random, so you don't. This doesn't make you nonevil.
Also remember that just because you're Evil doesn't mean you're a villain. Many Evil characters have no ambitions higher than their own survival and/or comfort; they don't aspire to great power, nor to purge the world of the target of their hate. They're just trying to get by, not so different from the rest of us.
The traditional list of Seven Deadly Sins was originally compiled not so much as a list of inherent sins, but a list of reasons that people sin. This makes it a great source of motives for Evil characters. I prefer to expand the list to nine, adding Fear as Wrath's twin in the fight-or-flight reflex, and Despair because it was actually in the original list; Sloth replaced it later.
Avarice: The key to happiness is having things. I will have it all.
Envy: I deserve it, not them. I will have it from them.
Gluttony: Pity those not at the top of the food chain. I will never be in that position.
Lust: I want to do it all, and I will let nothing get in my way.
Pride: I must be better then them: so much so that my superiority is never even questioned.
Sloth: I just don't want to do it. Let them do it for me. If they refuse, make them do it for me.
Wrath: They will never hurt me again. I will punish them for what they did, and leave them unable to do it to anyone else.
Fear: They must not be allowed to hurt me. (Note the lack of an again here: this is one of the big differentiators between Fear and Wrath, but it can make a huge difference in the character).
Despair: I just want the pain to end. Giving it to others helps.
Also keep in mind that these are core motivations. Any one of them will need to be elaborated upon. What is it? Who are they? How does the character plan to achieve this goal? Also worth noting is the lengths that your character goes to to hide her motives. Evil characters often prey upon one another's weaknesses, and while Wrath-type characters might not worry about seeming weak due to their motives, Sloth-type and Fear-type characters likely would. These folks are likely to construct a facade, often but not always based on Wrath, as a matter of posturing.
Your character sounds like a Wrath-type, with a focus on the undead. Because her main focus is on something that is not so amenable to the survival of humanity in general, she can get along decently well in society, and even be a very useful sort of person to have around. Some might even mistake her for heroic. But she has a twisted fight-or-flight reflex: any slight or injury, real or imagined, runs the risk of touching on that trauma, for reasons that make sense only to your character (if they even make sense to her). She might lash out disproportionately at small threats, or even against things she mistakenly believes to be threats, but are not.
Short Answer: No. Not in 5e, yet anyway.
Looong Answer
I checked the Abyss book hoping there was something, but there wasn't. In previous editions, there were several ways to do it. BECMI Immortal rules, Necromancer's Handbook, and Planescape, for instance.
HOW TO DO IT LEGALLY
So from those, here's some Setting As Written and Rules As Written approaches, to getting you toward a Fiendish Template without a Polymorph spell changing your race.
First, you will need to change your home plane to a lower plane, instead of the prime material plane. How you do this varies. You can do this and just about everything else by using a wish, but if you can find an easier way, you should.
Second, you want to have a way of getting to your plane. That will help represent your nature better. There is a Boon here:
Boon of PLANAR TRAVEL
When you gain this boon, choose a plane of
existence other than the Material Plane. You can now use an action to
cast the plane shift spell (no spell slot or components required),
targeting yourself only, and travel to the chosen plane, or from that
plane back to the Material Plane. Once you use this boon, you can't
use it again until you finish a short rest (DMG. p 232)
Third, you want to live as long as lower planar creatures live, which is irritatingly enough, forever.
BOON OF IMMORTALITY You stop aging. You are immune to any effect that
would age you, and you can't die from old age.
Next, you will want to be able to survive the total terrain of, well, you know, lakes of fire, and all those breath weapons and fire balls being used by your neighbors.
BOON OF THE FIRE SOUL You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a speL
slot or any components.
So far, you still look like you, act like you, but you now live in hell, will live there forever, and can swim in the lake of fire with your neighbors. If you are killed on the Prime Material Plane, in theory, if you changed your home plane, you should be banished to that Lower Plane you switched to. This also means your Prime Material Type has been changed to a Planar Material type, making you subject to all the restrictions, banishment, wards, etc.
These rules do not currently exist in 5th edition in a direct way. They are legally touched upon in the individual spells, but unlike editions with Planescape, you will have a lot of work to do to compile all the information and rules as they apply to the 5th edition. Like I said, a wish probably has about a 100% chance of being able to do this, but how your DM rules the wish, or whether they want it to succeed makes it safer to try other approaches, rather than being default polymorphed into some low CR fiend like a lemure.
The boon of perfect health would probably help, but not all fiends are immune to things like all diseases or all poisons, only some of them, on average. Technically, there's a few fiends not immune to fire - the ones on layers of ice, so its not a necessary condition either. Only changing your home plane is really critical, and since its a plane of dead petitioners turned into immortal demons or devils, you too will have to be immortal just to keep up.
Speculation, not RAW
Take the Actor Feat if your Charisma isn't maxed, (i.e.e liar/charlatan/disguises and a forked tongue charisma bonus), and then get really good at summoning and leading fiends. There used to be a blood war in the lower planes. If your DM still uses it, sign up and lead a small army or group against high value targets. Bonus points if you trick good PCs into helping you. This builds up the reputation you need among the NPC demons and devils.
Certain Eldritch Invocations from your warlock class can also help build the myth. Like Devil's Sight, Mask of Many Faces/Myriad Forms (the higher ranked devils tend to assume many different forms to deceive people), and one with the shadows to disappear anywhere near darkness.
As a non mechanical DM approach, you may attempt to successfully take out the competition or one of your Archfiend's Rivals directly, and in a humiliating way, such as through a successful Imprisonment spell. These escapades lay the ground work for qualifying for Boons, like the ones above.
True Names & Promotion
Promotion and Demotion. When the soul of an evil mortal sinks into the
Nine Hells, it takes on the physical form of a wretched lemure.
Archdevils and greater devils have the power to promote lemures to
lesser devils. Archdevils can promote lesser devils to greater devils,
and Asmodeus alone can promote a greater devil to archdevil status.
This diabolic promotion invokes a brief, painful transformation, with
the devil's memories passing intact from one form to the next.(MM p.67)
DEVIL TRUE NAMES AND TALISMANS A mortal who learns a devil's true name
can use powerful summoning magic to call the devil from the Nine Hells
and bind it into service... However it is summoned, a devil brought to
the Material Plane typically resents being pressed into service.
However, the devil seizes every opportunity to corrupt its summoner so
that the summoner's soul ends up in the Nine Hells. (MM p.67)
You can see that the rules as written are really keen on turning you into a low level nearly mindless weak demon, following the traditional promotion path. The only real way to circumnavigate that is to have some kind of magically binding contract or artifact, or literally take over the throne of an existing quasi-power, for example, by using the above imprisonment spell and successfully using Deception, Intimidation, and Persuasion to take over their lieutenants. But this is mere speculation of a Hostile Takeover.
Unfortunately, 5th edition still lacks considerable amounts of useful info on player characters and the planes.
Best Answer
Your human wizard has little to no options available to him for this transition aspects without some pretty significant retcon if we followed the RAW.
Sorcerer class with draconic bloodline; would be perfect class for this. At level 14 the bloodline gives the sorcerer dragon wings that they can summon and dismiss. If he wished he could reverse the intended effect to be the wings out being his default(the RAW as far as I can interpret don't clash with this mechanically). The text in the book for how the wings appear and disappear.
Half-dragon template for a racial aspect; with this he could have dragon like qualities on the physical aspect and such. You could also homebrew the visual parts to be toned down. If you want to work it into the character's story, you could have it be the curse weakening as he gets more powerful and starts showing itself physically(I'd limit it to a tail, but that is just me). However the template does not say they HAVE to look like lizards an you could easily go with the logic that the cursed form takes precedent, or simply say their other half's genes are stronger(this is more for anyone else looking for similar answer to this question). So maybe at level 14 when he gets the wings you could have the half dragon template come into play. At this point this would do little to make him more powerful. He'd gain a breath weapon that quite frankly pales in comparison to his spells by this point, dark vision(60 ft) and blind sense(10 ft).
For a spell, you could allow the druid unearthed arcana cantrip Primal Savagery.
This would reflect a 'tapping into his previous physical primal might'. And it scales decently well. Combined with quicken spell he'd potentially do 8d10 by level 17 with just melee. (compared to an ancient dragon's multi-attack average 55, max 74 vs primal savagery average 44, max 80)
For Items, you could use the Tiamat dragon masks, but those are very powerful and supposed to only be one of a kind to my understanding. These masks would be the stuff that approaches breaking the character ironically. Everything else here not so much, especially if he does not multiclass.
Link to masks.