This subclass has received significant changes
Level 1: Absorb Elements
Level 3: Dragon's Breath
Level 5: Ashardalon's Stride
Level 7: Dragon Fear
Level 9: Cone of Cold
Level 11: Fizban's Platinum Shield
Level 13: Draconic Transformation
Level 15: Illusory Dragon
Level 17: Shapechange
At 1st level, you choose one type of dragon as your ancestor. Each dragon has an associated damage type, you gain resistance to the type associated with the dragon you choose and when you cast a spell that deals damage, you can change the damage to match that type.
Though the nature of your draconic blood doesn't control you, it pours into your magical capabilities. You gain a new feature associated with your draconic ancestry.
Metallic Dragon - As a bonus action, you offer Draconic protection to creatures of your choice within 30ft of you. The creatures gain temporary hit points equal to your Sorcerer level and gain resistance to the damage type associated with your draconic ancestry for one minute. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses on a long rest.
Chromatic Dragon - As a bonus action, you offer Draconic power to all creatures of your choice within 30ft of you. The creatures add 1d4 damage of the type associated with your Draconic Ancestry to the first damage roll they make each turn. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses on a long rest.
When you reach 6th level, this damage increases to 1d6. When you reach 10th level, it increases to 1d8. When you reach 18th level, it increases to 1d10.
Starting at 6th level, your spells and class features ignore resistance and immunity to the damage type associated with your draconic lineage, and when you cast a spell that deals damage of that type, you can apply an additional effect depending on the damage type.
Acid.
When you hit a creature with the spell’s attack or when they fail the spell’s saving throw, their armor class takes a −1 penalty until the end of your next turn, or for the duration of the spell, whichever is longer.
Any reductions to their armor class also reduce the roll needed to score a critical hit by the same amount for the same duration.
Cold.
If the spell affects an area, the area becomes difficult terrain for 1 minute. If a creature moves into this difficult terrain for the first time on a turn, they must make a Dexterity saving throw against your Spell Save DC.
Failure. The target falls prone.
If the spell affects single targets, it instead causes them to fall prone if they failed the spell’s saving throw, or if the spell was an attack roll, they must make a Dexterity saving throw against your spell save dc, falling prone on a failure.
Fire.
If the spell affects an area, the area that the spell affected erupts in living flames for 1 minute. Any creature of your choice that ends its turn in the flames takes a number of d6s of fire damage equal to half your proficiency bonus (rounded up) and gains 1 level of Burning.
If the spell affects single targets, it instead causes them to gain 1 level of Burning.
Lightning.
When you hit a creature with the spell’s attack or when they fail the spell’s saving throw, choose another target within 30ft that hasn't been affected by the spell or this effect. They must make a Dexterity saving throw against your Spell Save DC.
Failure. The target takes an equal amount of lightning damage.
Poison.
When you hit a creature with the spell’s attack or when they fail the spell’s saving throw, they become poisoned until the end of their next turn. Your spells ignore immunity to the poisoned condition.
Starting at 10th level, whenever you use metamagic on a spell, you can project an aura of fear that affects all creatures of your choice with 30 of you. Creatures in the area must make a wisdom saving throw.
Failure. The target is frightened of you until the end of your next turn
Success. The target is immune to this effect for the next 24 hours.
Starting at 18th level, you gain immunity to the damage of the type associated with your draconic ancestry. In addition, you gain an effect based on the type of Dragon you choose.
Black.
Acrid Magic
When you hit a creature with a spell attack that deals Acid damage, or when they fail the spell’s saving throw, their armor class takes a −2 penalty until the end of your next turn, or for the duration of the spell, whichever is longer.
Blue.
Disabling Shocks
Whenever you hit a creature with a spell attack that deals lighting damage or they fail a saving throw against one of your spells or class features that deals lightning damage, they become Dazed. If they are already Dazed, they instead become incapacitated and their movement becomes 0. If they are already incapacitated, they are instead Paralyzed.
These conditions last until the end of your next turn. You can only use this feature to apply one of these conditions once per turn to each target creature. If you cast a spell that hits multiple times, like Scorching Ray, it only applies the condition on the first hit to each creature.
Brass.
Aura of Dreams
At the start of each of your turns, each creature of your choice within 15 feet of you must make a Constitution saving throw against your Spell Save DC.
Failure. The target falls unconscious until the start of your next turn. While unconscious, they gain Three times your level temporary hit points which vanish when they wake.
The target wakes immediately if they lose any hit points.
When you use this effect, you gain temporary hit points equal to the number of creatures that fail this save times half your Sorcerer level.
Bronze.
Repulsion Lightning
Whenever you hit a creature with a spell attack that deals lighting damage or they fail a saving throw against one of your spells or class features that deals lightning damage, you can cause them to be thrown up to 20ft away.
The first time on a turn that a creature moves within 15 feet of you, or if it starts its turn there, it must make a Strength saving throw against your Spell Save DC.
Failure. The target takes 3d10 Lightning damage
Success. The target takes half of 3d10 Lightning damage
Copper
Slowing Aura
At the start of each of your turns, each creature of your choice within 20 feet of you must make a Constitution saving throw against your Spell Save DC.
Failure. The target is unable to take reactions, has its movement speed halved, and all attack rolls against it are made at advantage until the start of your next turn.
Gold.
Natural Majesty
Once per turn, when a creature targets you with an attack, it must make a Wisdom saving throw against your Spell Save DC.
Failure. they lose the attack, fall prone and are unable to stand until the start of their next turn.
Green.
Slithering Shadow
Whenever you use a Metamagic, you turn invisible until the end of your next turn. When you do, you add your Spell Attack modifier to your passive stealth.
Creatures who you are hidden from have disadvantage on saving throws against your spells.
Red.
Blazing Pride
When you fail a saving throw, you can use a reaction to choose to instead succeed. When you do, all creatures of your choice within 20 feet of you must make a Strength saving throw against your Spell Save DC.
Failure. The target is pushed 10 feet away and gains 3 levels of Burning.
Once you have used this feature, you cannot use it again until you finish a Long Rest, unless you spend 7 Sorcery Points to use it again.
Silver.
Silver Shield
You and friendly creatures within 20 feet of you gain a +3 to their armor class.
White.
Heavy Chill
Any creature of your choice within 20 feet of you has disadvantage on the first attack it makes on a turn. When a creature moves through the area, you can cause each foot of movement to cost 2 feet.