Base Class: Sorcerer
Perhaps you are the child of a god, or born of the blood of heros or champions. Perhaps you are descended from the ancient fey, or from an angel or demon that rose or fell centuries before your birth. Perhaps you are the product of a strange cosmic event; a rare blast of magic; or an unexplained fount of power.
Whatever the reason, you have power: and the powers innate to a sorcerer have manifested themselves in you. Whether you embrace them, flee from them, or try to keep them at bay, the powers that you control (or perhaps, are they powers that control you?) are mystical and unexplained, and your ultimate destiny awaits you. Are you ready to discover it?
Supernatural Resilience
Magic flows through your body, empowering you. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you would be otherwise unprotected, you are surrounded by a mystic aura of protection. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, you choose an elemental affinity: either "Fire", "Acid", "Lightning", "Poison", or "Cold".
Whenever you cast a spell that deals damage of the chosen type, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Mystic Flight
At 14th level, you gain the ability to fly at a speed equal to your walking speed. You may sprout wings, be surrounded by a mystical aura of flight, or simply take to the sky, depending upon how your power manifests itself.
Awesome Presence
Beginning at 18th level, you can project an awesome presence, causing those around you to become awestruck or terrified. 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 Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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Posted Sep 3, 2020This is the generic version of the Dragon Ancestor theme; it's the same mechanics, but without all the unnecessary ties to a specific backstory.