Sorcerer
Base Class: Sorcerer

Your innate magic comes from Devine magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this Origin trace their descent back to a mighty Deity of ancient times who feel in love with Mortals or who might even have created a mortal. Some of these bloodlines are well established in the world, but most are obscure. Any given Sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Devine 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

ZEUS

Thunder

POSEIDON

Cold 

HADES

Fire

APOLLO

Fire

DIONYSUS

Poison

HERA

Acid

ARES

Bludgeoning

BOREAS

Cold

ATHENA

Slashing

HERMES

Lightning

You have a specific god as your ancestor. You can speak, read, and write the language of the gods and you double your proficiency bonus for CHA checks involving.
The damage type it says next to the god gets a +5 when using an attack of that same damage type.

Apollo

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Ares

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Athena

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Boreas

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Dionysus

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Hades

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Hera

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Hermes

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Poseidon

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Zeus

At 1st level, you choose one type of Deity as your ancestor. The damage type associated with each Deity gains +5 to damage when you roll attack damage.

Devine Resilience

As magic flows through your body, it causes physical traits of your Devine ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, When you cast a spell that deals damage of the type associated with your Devine ancestry, you can add {{modifier:cha}} to one damage roll of that spell. At the same time, you have + 5 to that damage.

Devine teleportation

At 14th level, you gain the ability to create a portal this portal can teleport you any where, note that you can not have more than two Active portals at the same time.

You can’t manifest the portal in one plane of reality into another, Ohly exeption is of you have the Orb of Olympus or the Orb of Kharon 

Devine Presence

Beginning at 18th level, you can channel the dread presence of your devine 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 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.