Sorcerer
Base Class: Sorcerer

When a dragon loses its life an irregularity might occur. Such an irregularity, more often than not, would expel the dragon's soul into the void, preventing its rebirth. Other times, on the most rare of occasions, a mortal soul gets in the way. Such an occurrence only happens under one of two circumstances; if an occult ritual claims the soul, or if a child is born near and during the death of the dragon.

During this exchange, the dragon's soul takes up residency within the flesh of the host. Most times the two souls will merge, where the mortal's and the dragon's personality and abilities would intertwine. Under other circumstances, the souls would refuse to bond and leave a body hosting two separate souls with two distinct personalities. You can work with your DM to find the personality of the dragon, how you got this soul, and how it affects you.

Aspects of the Dragon

1st level Dragon Soul ability

The innate magic of your draconic soul has warped your body, giving you the aspects of a dragon, namely it's breath-weapon and resilience. These powers depend on the type of dragon soul you possess. Choose your color of dragon from the list below:

Color Damage Type Breath Weapon

Black

Acid

Line | Dexterity Saving Throw

Blue

Lightning

Line | Dexterity Saving Throw

Green

Poison

Cone | Constitution Saving Throw

Red

Fire

Cone | Dexterity Saving Throw

White

Cold

Cone | Constitution Saving Throw

Brass

Fire | Unconscious

Line | Dexterity Saving Throw

Bronze

Lightning | Prone

Line | Dexterity Saving Throw

Copper

Acid | Slow

Line | Dexterity Saving Throw

Gold

Fire | Enfeebled

Cone | Dexterity Saving Throw

Silver

Cold | Paralyzed

Cone | Constitution Saving Throw

Black

A true psychopath, the Black Dragon is the most sadistic of the Chromatic Dragons. You find yourself hurting others more than you intend, and don't know how to hold back. You have resistance to acid damage and can spit out streams of acid with your breath weapon.

You can spend an action to exhale a 30 ft. by 5 ft. line of acid. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 2d6 + your Charisma modifier acid damage, half as much on a success. You can use this ability a number of times equal to your Charisma modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (3d6 at 4th level, 4d6 at 7th level, etc.), and the range of the line increases by 30 feet at 6th, 14th, and 18th levels.

Blue

A Blue Dragon is a sociopathic being, and as such you have a tendency to manipulate others to get your way, whether it may be intentional or not. You have resistance to lightning damage and can expel a bolt lightning when you use your breath weapon.

You can spend an action to exhale a 30 ft. by 5 ft. line of lightning. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 2d6 + your Charisma modifier lightning damage, half damage on a success. You can use this ability a number of times equal to your Charisma Modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (3d6 at 4th level, 4d6 at 7th level, etc.), and the range of the line increases by 30 feet at 6th, 14th, and 18th levels.

Brass

Brass Dragons are creatures of kindness and empathy. You love interacting with others and you lift the mood of everyone around you. You have resistance to fire damage and you can spit out a line of fire or exhale a soporific gas as your breath weapon.

You can spend an action to exhale a 30 ft. by 5 ft. line of fire. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 1d6 + your Charisma modifier fire damage, half damage on a success. You can use this ability a number of times equal to your Charisma Modifier minus 2, with a minimum of one, and regain all uses after a long rest. The damage increases by 1d6 every 3 levels (2d6 at 4th level, 3d6 at 7th level, etc.), and the range of the line increases by 30 ft. at 6th, 14th, and 18th levels.

You have an additional breath weapon as well. You can spend an action to exhale a 15 ft. cone of soporific gas. All creatures within its area must make a Constitution saving throw against your spell save DC or be knocked unconscious. Creatures automatically succeed this saving throw if they cannot be put to sleep. A creature stays unconscious until it takes damage, is woken by another creature as an action, or until 1 minute has passed. This shares its limited uses with your other breath weapon.

Bronze

The Bronze Dragon is a creature devoted to the greater good. You feel the urge to root out evil, and vanquish wrong-doers. You have resistance to lightning damage and can fire a bolt of lightning or push enemies away with your breath weapon.

You can spend an action to exhale a 30 ft. by 5 ft. line of lightning. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 1d6 + your Charisma modifier lightning damage, half damage on a success. You can use this ability a number of times equal to your Charisma modifier minus two, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (2d6 at 4th level, 3d6 at 7th level, etc.), and the range of the cone increases by 15 ft. at 6th, 14th, and 18th levels.

You have an additional breath weapon as well. You can spend an action to roar, creating 15 foot cone of force originating from you. All creatures within its area must make a Strength saving throw against your spell save DC or be pushed back 10 feet. At 7th, 13th, and 19th levels this increases to 15, 20, and 30 feet respectfully. This shares its limited uses with your other breath weapon.

Copper

Copper Dragons are beings of tricks, jokes, and riddles. You tend to enjoy telling jokes and messing with those around you, friends or foe. You have resistance to acid damage and can spit acid or a release an inhibiting gas with your breath weapon.

You can spend an action to spit a 30 ft. by 5 ft. line of acid. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 1d6 + your Charisma modifier acid damage, half damage on a success. You can use this ability a number of times equal to your Charisma modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (2d6 at 4th level, 3d6 at 7th level, etc.), and the range of the line increases by 30 ft. at 6th, 14th, and 18th levels. The range of the cone increases by 15 ft. at the same levels.

You have an additional breath weapon as well. As an action, you can exhale a 15 foot cone of slowing gas. All creatures within its area must make a Constitution saving throw against your spell save DC or become slowed for 5 rounds. While slowed, their movement speed is halved, they can't take reaction, and they can use a either bonus action or an action on their turn, not both. They can repeat this saving throw at the end of each of their turns. This action shares its limited uses with your other breath weapon.

Gold

The Gold Dragon is a symbol of purity and justice. You feel pulled to do acts of good, and crimes leaves a bad taste in your mouth. You have resistance to fire damage and can use a fiery cone or a weakening gas as your breath weapon.

You can spend an action to exhale a 15 ft. cone of fire. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 1d6 + your Charisma modifier fire damage, half damage on a success. You can use this ability a number of times equal to your Charisma modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (2d6 at 4th level, 3d6 at 7th level, etc.), and the range of the cone increases by 15 ft. at 6th, 14th, and 18th levels.

You have an additional breath weapon as well. As an action, you can create a 15 ft. cone of enfeebling gas originating from you. All creatures within its area must make a Constitution saving throw against your spell save DC or become enfeebled for 1 minute. While enfeebled, they have disadvantage on all Strength checks, saves, and attacks. They can retake this saving throw at the end of each of their turns. This action shares the limited uses of your other breath weapon.

Green

Green Dragons are mischievous creatures, much like you. You enjoy tricking others into doing your bidding, and can toy with them until you lose interest. You gain resistance to poison damage and exhale a poisonous gas when you use your breath weapon.

You can spend an action to exhale a 15ft. cone of poison gas. All creatures within its area must make a Constitution saving throw against your spell save DC or take 2d6 + your Charisma modifier poison damage and become poisoned until the end of their next turn. They take half damage and suffer no other condition on a success. You can use this ability a number of times equal to your Charisma Modifier minus two, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (3d6 at 4th level, 4d6 at 7th level, etc.), and the range of the line increases by 15 feet at 6th, 14th, and 18th levels.

Red

The Red Dragon is an evil dragon that thrives in other's pain, and one is a part of you. You may not have inherited its psychopathy, but some small part of you enjoys the death and suffering of others. You have resistance to fire damage and spew gouts of flame when you use your breath weapon.

You can spend an action to exhale a 15 ft. cone of fire. All creatures within its area must make a Dexterity saving throw against your spell save DC or take 2d6 + your Charisma modifier fire damage, half damage on a success. You can use this ability a number of times equal to your Charisma modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (3d6 at 4th level, 4d6 at 7th level, etc.), and the range of the cone increases by 15 ft. at 6th, 14th, and 18th levels.

Silver

The Silver Dragon's friendly and jovial nature is imparted unto you. You have resistance to cold damage and a freezing cone of cold or a paralyzing gas is your breath weapon.

You can spend an action to exhale a 15 ft. cone of ice. All creatures within its area must make a Constitution saving throw against your spell save DC or take 1d6 + your Charisma modifier cold damage, half damage on a success. You can use this ability a number of times equal to your Charisma modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (2d6 at 4th level, 3d6 at 7th level, etc.), and the range of the cone increases by 15 ft. at 6th, 14th, and 18th levels.

You have an additional breath weapon as well. As an action, you can exhale a 10 ft. cone of paralytic gas. All creatures within its area must make a Constitution against your spell save DC or become paralyzed for 3 turns. They can repeat this saving throw at the end of each of their turns. This effect shares the limited uses of your other breath weapon.

White

The innate dullness of the White Dragon affects your mental capacity, and you find it hard to find wants other than your most basic of instincts. You have resistance to cold damage and can exhale a cone of frigid ice with your breath weapon.

You can spend an action to exhale a 15 ft. cone of ice. All creatures within its area must make a Constitution saving throw against your spell save DC or take 2d6 + your Charisma modifier cold damage, half as much on a success. You can use this ability a number of times equal to your Charisma modifier minus 2, with a minimum of once, and regain all uses after a Long Rest. The damage increases by 1d6 every 3 levels (3d6 at 4th level, 4d6 at 7th level, etc.), and the range of the cone increases by 15 feet at 6th, 14th, and 18th levels.

Dragon's Voice

1st level Dragon Soul ability

The dragon's memories and experiences seep into the mind of the mortal host, who receives these memories in the form of dreams, visions, and whispers in their mind. From this, you have learned many lost pieces of knowledge related to ancient history, religions, and arcane teachings. You gain proficiency in History or Religion, and can speak, read, and write in Draconic.

In addition, you know the following spells, provided you have the spell slots to cast them. They count as Sorcerer spells for you and do not count towards your total spells known.

Sorcerer Level Spells

1st

Bane, Command

3rd

Bestow Curse, Glyph of Warding

5th

Legend Lore, Geas

History

Proficiency in the History Skill

Religion

Proficiency in the Religion Skill.

Elemental Spells

6th level Dragon-Soul ability

You have learned to alter your spells in a way so that you utilize the innate primordial magic of your draconic soul. You can transmute the damage type of an evocation spell. During the casting of a damaging evocation spell, you can make the spell deal your Aspect's damage type instead of its original damage type. The damage type change persists for the entirety of the spell and applies to any of the effects the spell causes unless it would be illogical, such as a creature catching on fire from an acid fireball.

You can use this ability a number of times equal to your Charisma Modifier, with a minimum of once, and you regain all uses after a long rest.

Dragon Avatar

14th level Dragon-Soul ability

You've learned how to manifest your draconic soul into a corporeal form. As an action, you can summon a Draconic Avatar in a space you can see within 60 feet of you. The Avatar has resistance to the damage type related to your Aspect, and is immune to being grappled, restrained, or incapacitated. Its ability scores are 14, 16, 16, 12, 14, and 16, in order of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. It has proficiency with Strength and Charisma saving throws using your proficiency bonus.

Its AC is 13 + your Charisma modifier and it has an amount of HP equal to your sorcerer level times your Charisma modifier. It is a Tiny or Medium undead/elemental/dragon (your choice) creature with a base walking speed of 30 feet, and a flying speed of 40 feet. On its turn you can command it mentally or verbally (no action required by you) to Dash, Disengage, Help, or do a Bite attack that has an attack bonus equal to your spell attack bonus, and deals 1d8 + your Charisma modifier damage on a hit. The type of damage is determined by your Aspect.

While your Avatar is manifested, you do not have the elemental resistance granted to you by your Aspect. In addition, when you use your Dragon Breath ability, you can choose to have it originate from your Avatar instead of yourself. Your Avatar disappears if you use an action to dismiss it, if you die, or if it ends its turn more than a mile away from you or on another plane of existence.

Ardent Soul

18th level Dragon-Soul ability

You have learned how to light your soul ablaze, bolstering its power.

While your Avatar is not summoned, once per long rest, you can use a bonus action to temporarily empower your body with your draconic soul. For the next minute, your skin is covered in a thin veil of scales matching the color of your Aspect; you have immunity to the damage type associated with your aspect. In addition, your Dragon Breath ability only has one use, but you recharge this use at the beginning of your turn if you roll a 5 or 6 on a d6. This effect ends early if you summon your Avatar, if you are reduced to 0 hit points, or if you dismiss this effect as an action.

While your Avatar is summoned, once per long rest, you can use an action and 4 sorcery points to bolster your Avatar. For the next minute your Avatar's size is large, it gains 20 temporary hit points, and its Bite attack deals an extra 1d8 damage. In addition, it gains proficiency in all saving throws, using your proficiency bonus, and its Strength score increases to 18. This effect ends early if you unsummon your Avatar, if you are reduced to 0 hit points, or if you dismiss this effect as an action.

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