(Posting my first impressions, before reading everybody else's)
- Due to its placement, my first thought was that this is not a picture of a dragonborn, but of a Sorcerer with Draconic Bloodline already under transformation. However I don't know if it can go that far in the transformation, since I can't see the previous subclass features.
- Dragon Wings and Draconic Presence are both very appropriate and flavorful, but aren't they a bit too late? Flying at 14th level at least it's at-will and with no concentration needed, compared to the Fly spell which you can have 9 levels earlier. But Charm/Fear at 18th level? For 1 minute? Requiring concentration? When a simple Charm Person spell at 1st level lasts 1 hour and doesn't require any concentration?? The Draconic Presence affects any creatures, so let's see how it compares with Charm Monster when we see it, but still...
- I like the Wild Magic table of effects, but that's all. Tides of Chaos and Bend Luck aren't bad, but they don't feel like "wild magic" to me, they feel just "luck" abilities, which is not the same thing. More appropriate to a Fatespinner-type magician. At least the way I see it, I would expect "Wild Magic" to be about random (but partially controllable to be useful) magic effects. Sure you can always explain the additional dice of advantage as "it's magic", but the feeling to me is different between luck (intangible, transparent, and essentially "out of character") and wild magic (untamed and hard to understand but still as "physical" as regular magic).
- Again more advantage... Everybody loves this rule, but if they go overboard with sources of advantage, to the point every PC always get some advantage when they need, there's a chance after a couple of years we'll be sick of it.
- Tides of Chaos not completely clear to me. Before you use it (daily), you still roll 1d20 each time you cast a spell and if you roll 1 then you get a wild magic effect (this is due to Wild Magic Surge). After you use it, i.e. "before regaining it", every spell you cast creates a wild magic effect automatically (no 1d20 roll)?? But "you then regain the use of this feature" does it mean that after using Tides of Chaos, the next spell you cast automatically causes a wild magic effect but also automatically recharges Tides of Chaos? If that's the case, they seriously could have worded this better!
- Both abilities say "the DM can have you roll" for wild magic effects. Why "can"? Is it up to the DM?