Sorcerer
Base Class: Sorcerer

Your innate magic comes from the singular creature with such destructive potential that it has been tied in religious texts to the end of the world—the Tarrasque. Understandably the rarest of all sorcerous origins, most consider it a myth, yet detailed chronicles speak of sorcerers who waded in the frontlines with their unparalleled fortitude, their magic piercing the most fortified of walls and the staunchest of magical defenses.

Savage Arcane

Your ancestor itself is not a spellcaster. Therefore, you do not inherit an affinity for certain elements or schools of magic. What you do inherit from it is an affinity for destruction. At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, choose a spell that deals damage from any class's. A spell you choose must be of a level you can cast, as shown on the Sorcerer table.

The chosen spells count as your bonus spells for this sorcerous origin.

Sorcerer Level

Spells

1st

earth tremor, thunderwave

3rd

shatter, scorching ray

5th

fireball, erupting earth

7th

blight, wall of fire

9th

flame strike, cone of cold

Legendary Ancestor

At 1st level, you display a level of fortitude unmatched by any other bloodline. Your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in this class. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

In addition, you exude a demeanor of one who is not to be trifled with. You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Siege Sorcery

Starting at 6th level, as an bonus action, after you made a spell action against an target, you can also spend any number of sorcery point's to give extra damage's only to your destructive spells to deal an Xd6 Force damage, with the X represent as the number of sorcery points used (example: 1d6, 2d6, 3d6, etc.). Your spells and effects you create also deal double damage to objects and structures.

Thicked Scales

Starting at 14th level, your bloodline further manifests itself physically. Thick crimson scales that ward off hostile magic appear to cover certain areas of your body. You have advantage on saving throws against spells.

Reflective Scales

When you are targeted with a magic missile spell, a line spell, or a spell that requires a ranged attack roll, you can use your reaction to roll a d6. On a 1-4, you only cut half the damage of the spell attack, and you can only used one reaction against one attack per round. On a 5-6, you are unaffected by the spell attack and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

After you roll a 5-6, you can't use this feature again until you finish a long rest.

Chaotic Devastation

At 18th level, your destructive prowess has now become nigh unstoppable. Any spell or effect you create that deals damage are able to ignores enemies resistance and treats damage immunity as damage resistance.

Also, you now have the ability to channel the dread presence of your monstrous ancestor, causing those around you to become frightened by your mere presences. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear 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 Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Tarrasquian Bloodline Image

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