An ancient drake strand of genetic markers has become apparent in you, and manested to the surface.
You may now Speak, Read, and Write Ancient Drakonian Runes, due the Genetic Memory being awakend.
When ever you make a Charisma check when interacting with Drakes or Dragons, you proficiency bonus is doubled if it applies to the check.
Choose from the list as to what ancient drake breed your form becomes associated with
eg. Drake. Damage Type.
Black. Acid
Blue. Lightning
Brass. Fire
Bronze. Lightning
Copper. Acid
Gold. Fire
Green. Poison
Red. Fire
Silver. Cold
White. Cold
As the Ether flows through your veins, your remnant Drakonian DNA erupts violently, causing traits of your ancestors to emerge. At 1st Level, you hitpoint maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Parts of your skin, are covered in a thin sheen of dragon-like scales, you appear almost like a Turox, but without the snakelike tail. When you aren't wearing armor, you AC equals 13 + your Dexterity modifer.
When you cast a spell that deals damage of the type associated with your Drakonic ancestry, add your Charisma modifier damage to the total damage result.
At the same time, you can spend 1 sorcery point to gain resistance to that damage type for up to 1 hour.
Exposure to the Drakonian DNA has resulted other DNA strands related awakening in you, and nested wings being to grow inside you. 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 reveal these wings from their sheath as a bonus action on your turn. They last until you withdraw them again as a bonus action on your turn.
You can't unsheathe your wings whilst wearing armour unless it is specifically tailored for this action, and clothing not tailored specifically may be destroyed during the unsheathing.
Beginning at 18th level, you can channel the dread presence of your dragon ancestors, 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 a dreaded aura of fear or awe (your choice) to a distance of 60 feet. This preys on the instincts bred into every creature's DNA to fear these ancient and primal beasts.
For 1 minute, or until you lose your concentration, each hostile creature that starts it's turn in this aura must succeed a Wisdom saving throw or be charmed (if you chose awe) or be frightened (if you chose fear) until this aura ends. A creature that succeeds against this aura is immune to it's effect for 24 hours.