Draconic Bloodline (revised)

Search GM Binder

Draconic Bloodline (revised)

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.

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 Ancestor
Dragon Damage Type
Black, Copper Acid
Silver, White Cold
Brass, Gold, Red Fire
Blue, Bronze Lightning
Green Poison

You gain retractable draconic claws as natural weapons which you can use to make unarmed strikes with. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier. You may use your bonus action to attack with your claws as well, provided your off-hand is free, dealing 1d6 slashing damage (without your Strength modifier).

You can also speak, read, and write Draconic.

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.

Parts of your skin are covered by a thin sheen of dragon-like scales, which you can harden or make more flexible. When not wearing armor or wielding a shield, your AC becomes 13 + your Strength or Dexterity modifier (your choice).

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your Dragon Ancestor, you can add your Charisma modifier to one damage roll of that spell.

You also learn the Absorb Elements spell, which doesn't count against your number of sorcerer spells known, and you can use it against poison damage as well. You can cast it by spending 1 sorcery point or by expending a spell slot. If the damage that triggers this spell is of the type associated with your bloodline's Dragon Ancestor, then the resistance lasts for 1 minute.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, granting you 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. Your clothes are magically changed to accommodate them, but armor has to be modified to accommodate them.

Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years.

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. The first time a Hostile creature starts its turn in this aura it 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.

In addition, you always have advantage on melee attacks against creatures that are Frightened.


New Metamagic Option

Elemental Ancestry
(prerequisite: Draconic Bloodline)

Just before you cast an Sorcerer spell, you can infuse it with the energy of your ancestors to morph it’s properties. You may spend 1 sorcery point to change one of that spell’s damage types to the damage type associated with your Dragon Ancestor for its duration. This spell ignores resistance to its damage type. (Not applicable to spells with randomized damage such as chaos bolt or prismatic spray)


New Metamagic Option

Draconic Fury
(prerequisite: Draconic Bloodline)

When you cast a spell that deals damage of the type associated with your Dragon Ancestor, you may spend 1 sorcery point to imbue your draconic claws with this type for 10 minutes. For the duration, your draconic claws count as magical weapons and deal an extra 1d6 damage of the type associated with your Dragon Ancestor. At 6th level you may choose to spend 2 sorcery points this way and increase the extra damage to 2d6, which increases to 3d6 at 11th level, and 4d6 at 16th level.

Pseudodragon (optional)

Unlike wizards, sorcerers usually don't have any familiars to act as their companions. A way around that is to gain the trust and friendship of a pseudodragon as described in the monster manual. Sorcerers with the Draconic Bloodline are more inclined to gain such a bond than others.

At your Dungeon Master's discretion you may be approached by a pseudodragon during your adventures. Due to its advantages, it is recommended that this happens around 5th level. After you have gained the pseudodragon's trust, usually gained over a extended period of time, you may bond with it. Due to your draconic bloodline, you are able to enhance some traits of the pseudodragon, while others are scaled back. Your pseudodragon gains the statistics to the right:

After you revive your pseudodragon, it will not approach you or aid you for 8 hours. It will however not break the familiar bond it has with you, but be sure to pamper it afterwards, like you would a cat.

However, even though your pseudodragon loves being pampered, you must avoid calling it your "pet" at any cost, for there is a chance that it will leave you if you do. After all, your pseudodragon companion is your friend, not some kind of dog. Despite this, it loves being called cute names, and it adores being cuddled like a pet would. pseudodragons actually revel in the cuteness of their spoken name, and names like Snookie or Cuddles or Boo Boo are quite popular.

Pseudodragons are also famous for their venom, which is used as a magical ingredient, and fetches a high price on the market. Your pseudodragon however will not allow you to "milk it", and if you slay it you may never bond with another pseudodragon again.


Pseudodragon

Tiny dragon, neutral good


  • Armor Class 14 (natural armor)
  • Hit Points 9 + your level
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dex +5, Con +4, Wis +3
  • Skills Perception +3, Stealth +7
  • Senses Blindsight 10 ft., darkvision 60 ft, passive Perception 13
  • Languages Understands Common and Draconic but can't speak

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Familiar. This pseudodragon serves you as a familiar, forming a magic, telepathic bond with you. While you two are bonded, you can sense what the pseudodragon senses as long as you are within 1 mile of each other. While the pseudodragon is within 10 feet of you, you share the pseudodragon's Magic Resistance trait. If it dies then you may expend a 1st level spell slot to revive it again. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. However, if you revived it after dying it will merely stay away for (usually) 8 hours before approaching you again. As an action, you may summon your Pseudodragon to appear within 5 feet of you, if it is willing.


Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage. The target must succeed on a constitution saving throw DC 12, or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.