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.
Dragon Ancestor
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.
Dragon Colour |
Damage Type |
Amethyst |
Force |
Black |
Acid |
Blue |
Lightning |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Crystal |
Radiant |
Emerald |
Psychic |
Gold |
Fire |
Green |
Poison |
Red |
Fire |
Sapphire |
Thunder |
Silver |
Cold |
Topaz |
Necrotic |
White |
Cold |
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.
Draconic Bloodline Sorcerer Spells
Your learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table below. The spells you learn are dependant on the dragon ancestor you chose above. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
Sorcerer Level |
Black/Copper |
Blue/Bronze |
Brass/Gold/Red |
Green |
Silver/White |
1st |
Tasha's caustic brew |
witch bolt |
burning hands |
ray of sickness |
ice knife |
3rd |
Melf's acid arrow |
warding wind |
heat metal |
blindness/
deafness |
Snilloc's snowball swarm |
5th |
hunger of Hadar |
call lightning |
fireball |
feign death |
slow |
7th |
vitriolic sphere |
storm sphere |
wall of fire |
blight |
ice storm |
9th |
antilife shell |
hold monster |
flame strike |
contagion |
cone of cold |
Sorcerer Level |
Amethyst |
Crystal |
Emerald |
Sapphire |
Topaz |
1st |
magic missile |
guiding bolt |
dissonant whispers |
thunderwave |
arms of Hadar |
3rd |
spiritual weapon |
moonbeam |
mind spike |
shatter |
wither and bloom |
5th |
pulse wave |
crusader's mantle |
intellect fortress |
thunder step |
bestow curse |
7th |
gravity sinkhole |
sickening radiance |
Raulothim's psychic lance |
polymorph |
shadow of moil |
9th |
Bigby's hand |
dawn |
synaptic static |
destructive wave |
negative energy flood |
Draconic Resilience
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 or a gem-like outer shell. When you aren't wearing armour, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, 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.
Dragon Wings
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 armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
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.
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