Draconic Bloodline
Draconic Bloodline
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.Draconic Bloodline Origin Spells
Sorcerer Level | Spells |
---|---|
1st | chromatic orb or cause fear |
3rd | dragon's breath or hold person |
5th | elemental weapon or fear |
7th | elemental bane or conjure minor elementals |
9th | passwall or geas |
11th | scatter or true seeing |
Draconic Ancestry
Starting 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. 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.Dragon Damage Type
Amethyst | Force |
Black | Acid |
Blue | Lightning |
Brass | Fire |
Bronze | Lightning |
Copper | Acid |
Crystal | Cold |
Emerald | Thunder |
Gold | Fire |
Green | Poison |
Obsidian | Fire |
Red | Fire |
Sapphire | Lightning |
Silver | Cold |
Topaz | Necrotic |
White | Cold |
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. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You also gain natural claws that you're considered proficient in, the claws deal 1d4 slashing damage + your Constitution modifier.
Elemental Affinity
At 6th level, when you cast a spell that requires an attack roll or saving throw that deals damage of the type associated with your draconic ancestry, you can add your Sorcerer level to one damage roll of that spell.You can also cast the dragon breath spell once without expending a spell slot, the damage type is associated with your draconic ancestry and you cannot change it.
You gain additional dragon breath charges at 14th, and 18th level.
Elemental Enforcement
Also at 6th level, you gain resistance to your draconic ancestry damage type, and whenever you cast a spell that deals damage in general, you can spend 1 sorcerer point to deal additional damage equal to your Constitution Modifier.The element of the additional damage is decided by your draconic ancestry.
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 walking speed +20 feet. 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 armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Form
At 18th level, you gain the ability to cover most of your body in draconic scale armor that is a part of you, when you do this you become immune to your draconic ancestry damage type, you add your Constitution modifier to your Armor Class and your claws now deal 2d6 slashing damage + your Constitution modifier + your proficiency bonus and are considered magical for the duration of this transformation. This form lasts for 1 hour.If you're wearing armor when you manifest your scales the armor is destroyed, as is any clothing you were wearing.
In addition, 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 4 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 120 feet. For 1 minute, 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 it for 24 hours.
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