Sorcerer
Base Class: Sorcerer

Thousands of years ago, an ancient group of wizards attempted to use magic to create group of powerful dragons that they could control. While they succeeded in creating the dragons, they could not control them. These dragons quickly turned on their creators, destroying them before scattering across the world, their mere presence brining chaos and destruction with them. They soon hid away, disappearing for thousands of year. You gain your innate magical power from an ancient sorcerer who made a divine pact with these dragons, or perhaps you are even a direct descendant. 

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

Dragon of Living Hellscape

Fire/Lightning

Dragon of Forever Winter

Cold/Piercing

Dragon of Endless Famine

Poison/Acid

Dragon of Brutal War

Bludgeoning/Force

Dragon of Divine Retribution

Radiant

Dragon of Waking
Death

Necrotic

   

 

 

 

 

 

 

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.

Dragon of Brutal War

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.

Dragon of Endless Famine

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.

Dragon of Forever Winter

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.

Dragon of Holy Death

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.

Dragon of Living Hellscape

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.

Dragon of Waking Nightmare

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 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 Prominence

Starting at 6th level, when you cast a spell that deals damage other than those with the damage affinity of your draconic ancestry, you deal half that damage rounded up. 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.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Aura

At 18th level, you gain the ability to manifest your Draconic Aura. The effects of the Draconic Aura depend on your Alchemic Dragon ancestry and lasts until you dismiss it as a bonus action on your turn or until the characters leave the area of effect. Your Draconic bloodline makes you impervious to your own aura's effects.

DRAGON Draconic Aura

Dragon of Living Hellscape

Aura of Hellish Flames. As long as your aura is manifested you have an aura of hellfire that causes severe heat within 15 feet and very hot conditions within 30 feet. 

A character in very hot conditions (above 90° F) must make a Constitution saving throw at the start of each turn (DC 10, +1 for each previous check) or take [roll]1d6[/roll] points of nonlethal damage. Characters wearing heavy clothing or metal armor of any sort take a -4 penalty on their saves. Characters reduced to unconsciousness begin taking lethal damage ([roll]1d6[/roll] points at the beginning of each turn).

In severe heat (above 110° F), a character must make a Constitution saving throw at the start of each turn (DC 15, +1 for each previous check) or take [roll]1d8[/roll]  points of nonlethal damage. Characters wearing heavy clothing or metal armor of any sort take a -4 penalty on their saves. Characters reduced to unconsciousness begin taking lethal damage ([roll]1d8[/roll] points at the beginning of each turn).

Dragon of Endless Winter

Aura of Forever Frost. As long as your aura is manifested all characters with 30 feet of your character have their speed halved, can only move once, and have disadvantage on all Dexterity rolls. Also any part of the floor you touch turns into ice. While flying it snows under you. The snow can not be melted until the Aura is deactivated.

Dragon of Endless Famine

Aura of Great Suffering. As long as your aura is manifested all characters within 30 feet are is stricken with fatigued. A fatigued character can neither use the Dash or Disengage action and takes a -4 penalty to Constitution rolls. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. Creature can't benefit from their proficiency in any Ability Check (including Expertise, Jack of All Trades, etc). After leaving the 30 foot range, fatigued characters are no longer fatigued.

Dragon of Brutal War

Aura of Eternal Combat. Characters within 30 feet are thrown into a Bloodlust. Characters with Bloodlust have disadvantage on Intelligence and Wisdom. Characters within the 30 feet must make a DC 10 Intelligence saving throw at the beginning of their turn. On a failed save, you must use your actions to attack the nearest target.

Dragon of Divine Retribution

Aura of Sinful Punishment. All characters within 30 feet are afflicted with blindness and deafness. Any character within the 30 foot radius at their end of their turn for 3 turns in a row with a DC 10 Constitution saving throw with Disadvantage. On a failed save, the character becomes petrified until they are no longer within the 30 foot radius.

Dragon of Waking Nightmare

Aura of Paralyzing Fear. As long as your aura is manifested characters Darkness is casted within a 30 foot radius of you. Characters within this Darkness are freighted and must make an DC 10 Intelligence saving throw with Disadvantage. On a failed save, the user can make no movement or bonus action.