Your innate magic comes from
Draconic 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
Sorcerer of ancient times who made a bargain with a
Dragon or who might even have claimed a
Dragon parent. 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.
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.
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.
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.
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.
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.
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.