Sorcerer: Draconic Bloodline Revised

by DenhiQ

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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.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. Each choice offers you additional spells when you reach certain levels in the Sorcerer class, as shown on the Draconic Spells table. All dragon types learn the spells listed under Draconic Spells, as well as the spells associated with their element. Each spell, even if it is not on the Sorcerer spell list, counts as a Sorcerer spell for you, and does not count against your total number of spells known. These spells can't be replaced when you gain a level in this class. In addition, the element associated with your dragon type is used by features you gain later.

Dragon Color Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Gold Fire
Green Poison
Purple Psychic
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold

Draconic Spells

Sorcerer Level Draconic Spells Acid Cold Fire
1st Absorb Elements Tasha's Caustic Brew Arctic Breath(k) Burning Hands
3rd Dragon's Breath Melf's Acid Arrow Cold Snap(k) Flaming Sphere
5th Fly Erode(k) Flash Freeze(k) Fireball
7th Freedom of Movement Vitriolic Sphere Ice Storm Wall of Fire
9th Legend Lore Acid Rain(k) Cone of Cold Immolation
Sorcerer Level Force Lightning Necrotic Poison
1st Magic Missile Lightning Tendril(k) Inflict Wounds Bad Blood(k)
3rd Star Dust(k) Crackle(k) Ray of Enfeeblement Vicious Vapors(k)
5th Aether Lance(k) Call Lightning Vampiric Touch Stinking Cloud
7th Force Blade(k) Storm Sphere Blight Poison Puff(k)
9th Aether Storm (k) Sky Burst(k) Negative Energy Flood Cloudkill
Sorcerer Level Psychic Radiant Thunder
1st Dissonant Whispers Guiding Bolt Thunderwave
3rd Mind Spike Moonbeam Shatter
5th Intellect Fortress Spirit Guardians Thunder Pulse(k)
7th Phantasmal Killer Sickening Radiance Echoing Lance(k)
9th Synaptic Static Wall of Light Sonic Shriek(k)

Draconic Aspects

As magic flows through your body, it causes traits of your dragon ancestors to emerge. At 1st level, you gain resistance to the damage type associated with your Draconic Ancestry, your hit point maximum increases by 1, and it 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.
Finally, you can speak, read, and write Draconic, and whenever you make a Persuasion or Intimidation check when interacting with dragons, you can add twice your proficiency bonus to the check.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals the damage type associated with your Draconic Ancestry, you can add your Charisma modifier to the damage. In addition, when you damage a hostile creature with the damage type associated with your Draconic Ancestry, you ignore their resistance to that damage type.

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 walking 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 cannot manifest these wings if you are wearing Medium or Heavy armor. If you don medium or heavy armor while your wings are manifested, your flying speed is reduced to half your walking speed.

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 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.
You can use this feature once between long rests without expending any resources. You can use this feature more than once between long rests, but each time you use it again after the first you must spend 5 sorcery points to do so.

Note:

The spell lists for this subclass use supplemental spells from Kibbles' Generic Spells, a wonderful resource for additonal non-fire elemental spells. Any spells from Kibbles' are denoted with a (k) after the spell name.

 

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