Base Class: Sorcerer
At some point in your family’s history, a turtle dragon interbred with your bloodline, and now its ancient power flows through your veins. Control Water is added to your known spell list.
Dragon Turtle Ancestor
At some point in your family’s history, a dragon turtle interbred with your Tortle bloodline, and now its ancient power flows through your veins.
Draconic Ancestry
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.
Steam Breath
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, you gain access to the breath weapon of turtle dragons, releasing a powerful blast of scalding steam. When you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Being underwater doesn't grant resistance to damage dealt by your breath weapon.
Affinity with Fire and Water
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 fire damage for 1 hour. Additionally, when you cast a spell which manipulates water, you may spend a sorcery point to impose disadvantage on saving throws that hostile enemies are making against that spell effect.
Dragon Wings
At 14th level, you gain the ability to channel the power of dragon turtles from the elemental plane of water, gaining a swimming speed equal to twice your current walking speed. Additionally, you can breathe water as if it were air, you have resistance to cold damage, and suffer none of the drawbacks caused by a deep, underwater environment.
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.
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