Base Class: Sorcerer
The power of dragons flows through your veins, but not from a single draconic heritage. Instead, you are chosen by Tiamat herself, the Chromatic Dragon Queen, to wield the elemental powers of all five chromatic dragon heads. This connection imbues you with unmatched destructive might and mastery over the elements of fire, lightning, acid, poison, and cold. As her champion, you are a living embodiment of her will, striking fear and awe into all who stand before you.
Level 3: Chromatic Affinity
Your connection to Tiamat grants you mastery over the five chromatic elements: fire, lightning, acid, poison, and cold. You gain the following benefits:
- Elemental Affinity: When you cast a spell that deals fire, lightning, acid, poison, or cold damage, you can add your Charisma modifier to the damage.
- Chromatic Resistance: You gain resistance to one of the following damage types of your choice: fire, lightning, acid, poison, or cold.
Additionally, you learn the Draconic Tongue cantrip, which does not count against your number of sorcerer spells known.
Acid Damage
You have chosen Acid damage.
Cold Damage
You have chosen Cold damage.
Fire Damage
You have chosen Fire damage.
Lightning Damage
You have chosen Lightning damage.
Poison Damage
You have chosen Poison damage.
Level 3: Draconic Spells
When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Alter Self, Chromatic Orb, Command, Dragon’s Breath |
| 5 | Fear, Fly |
| 7 | Arcane Eye, Charm Monster |
| 9 | Legend Lore, Summon Dragon |
Level 6: Tiamat's Embrace
Your bond with Tiamat strengthens, granting you further control over her elements.
- Dual Resistance: Choose a second damage type from Chromatic Resistance feature. You gain resistance to both selected types.
- Elemental Conversion: When you cast a spell that deals damage, you can change its damage type to fire, lightning, acid, poison, or cold.
In addition, when you cast a spell that deals damage of one of these types, you can empower the spell by using Spell Level +1 Sorcery points. A creature affected by the spell must make a CON saving throw against your spell save DC or be afflicted with one of the following effects:
- Fire: The target takes additional fire damage equal to your Sorcerer Level at the start of its next turn.
- Lightning: The target cannot take reactions until the end of its next turn.
- Acid: The target’s AC is reduced by 2 until the end of its next turn.
- Poison: The target is poisoned until the end of its next turn.
- Cold: The target’s speed is reduced to 0 until the end of its next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 14: Chromatic Fury
You unleash the combined fury of Tiamat’s five heads. As a bonus action, you can activate Chromatic Fury for 1 minute. While active, you gain the following benefits:
- When you cast a spell that deals ANY damage, you can add your Charisma modifier to the damage rolls.
- You gain immunity to one chromatic damage type (fire, lightning, acid, poison, or cold) of your choice for the duration.
- Creatures within 10 feet of you have disadvantage on saving throws against spells that deal chromatic damage.
- Once during this 1 minute, you can use 3 sorcery points (no action required) to completely ignore resistance for the chromatic damage dealt. For creatures that have immunity, they take damage as if resistant.
Once you use this feature, you can’t do so again until you finish a long rest or expend 5 sorcery points to use it again.
Acid Immunity
You have chosen Acid damage.
Cold Immunity
You have chosen Cold damage.
Fire Immunity
You have chosen Fire damage.
Lightning Immunity
You have chosen Lightning Damage.
Poison Immunity
You have chosen Poison damage.
Level 18: Breath of Tiamat
You can channel Tiamat’s full destructive power into a devastating attack. As an action, you unleash the energy of all five chromatic elements in a massive 60-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 15d10 damage, divided evenly between fire, lightning, acid, poison, and cold. On a successful save, a creature takes half damage. Ignoring all resistance and immunity.
In addition, creatures that fail the saving throw by 5 or more are frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the condition on a success.
Once you use this feature, you can’t do so again until you finish a long rest or expend 6 sorcery points to use it again.
~Mother!! I crave violence Mother!! - Xavhorn “The Red Dread”
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