Sorcerer
Base Class: Sorcerer

The draconic origin that you draw power from has corrupted from passing through many generations.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Pride

You feel the pride of dragons while viewing targets smaller than you, smiting the weak fuels your ego.  Gain advantage of spell rolls against them.

Elemental Aura

Starting at 6th level, when you may expend One Sorcery Point to activate Elemental Aura for one hour. While Elemental aura is active Upon being struck by an enemy within melee range that creature is forced to make a constitution saving throw equal to your proficiency bonus and your spellcasting modifier plus 8 or take 1d4 per sorcerer level of the damage type related to your Draconic Ancestor or half as much on a successful save.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon 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.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon 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 Constitution saving throw or take 3d6 until the aura ends or half on a successful save. 

Comments

Posts Quoted:
Reply
Clear All Quotes