Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power, perhaps the location where a great dragon was slain. Or perhaps you handled a treasure taken from a dragon’s hoard, some precious item that was infused with draconic power. Or you might claim a dragon for an ancestor or wield draconic magic by virtue of your Dragonborn heritage.
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LEVEL 3: DRACONIC RESILIENCE
The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3 and increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
LEVEL 3: DRAGON SPEECH
You can speak, read, and write Draconic. In addition, your speech can be understood by all creatures of the Dragon type.
LEVEL 6: ELEMENTAL AFFINITY
Your draconic magic has an affinity with one of the damage types associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
LEVEL 14: DRAGON WINGS
Your innate magic can now manifest as draconic wings on your back. As a Bonus Action, you sprout those wings, gaining a Fly Speed equal to your Speed. The wings last until you dismiss them as a Bonus Action or you have the Incapacitated condition.
When the wings manifest, you decide whether they’re spectral or physical. If physical, you mustn’t be wearing something that obstructs them.
LEVEL 18: DRACONIC PRESENCE
You can channel the dread presence of dragons. As a Bonus Action, you can spend 5 Sorcery Points to draw on this power and exude an aura of awe or fear (your choice) within 60 feet. For 1 minute or until you have the Incapacitated condition, each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw against your spell save DC or have the Charmed (if you chose awe) or Frightened (if you chose fear) condition until the creature is outside the aura.