Base Class: Sorcerer
Ah so you made it this far. Dear reader, might you consider that this may be lunacy? Sorcerers are already quite powerful and frankly a lot are overpowered, but you’re already here. So why not sit back, relax, and prepare to have your DM freak out as you either unleash an Aspect of Bahamut or um definitely don’t cause a TPK. Weirdly you have a 1% chance to do either, but don’t worry about it too much.
You should be fine. Right?
Wild Magic
Hehe lmao you get to roll on the Wild Magic Table. Good luck kiddo, this will either make or break your day.
Oh, and did I mention that certain numbers will be a LOT harder to deal with? A natural 1, 17, 33, 74 and 68 will summon ENEMY DRAGONS regardless of environment. 2, 15, 29, 99 and 47 will make you a lot stronger, be it Draconic strength, more hit points, terrain bonuses or other helpful effects.
But What If-
Your utter lack of concern has led you this far. But hey, just because you’re the strongest while least versatile doesn’t mean you’re not unique. Now you get to play around with time, space, the campaign as a whole…all the while being perfectly balanced. :)
oh I forgot to mention this takes two sorcery points to pull off. Pretty much anything works but yeah, just go with the flow of the Weave.
I’m Just a Silly Guy
You are Bahamut/Tiamat’s silliest warrior. And now, it’s time to absolutely destroy the realm with zero regard for the fact that chaos is inconsistent and your powers may very well work against someone else, you, themselves or even yourself.
I Have Advantage
You quite literally have advantage. On wild magic. Only you get to choose between that low number and the thing that will make your DM cry. Or your party when you “accidentally” get all of you killed via ancient black dragon.
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 Resilience
As magic flows through your body, it causes physical traits of your dragon 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.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. 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 draconic ancestry, 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.
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 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.