Base Class: Sorcerer
Your innate magic comes from the dragon blood coursing through your veins, passed to you by a patron or 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 Magic
You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| Sorcerer Level | Draconic Spells |
|---|---|
| 3rd | Command, Identify |
| 3rd | Darkvision (Self), See Invisibility |
| 5th | Fear, Glyph of Warding |
| 7th | Locate Creature, Private Sanctum |
| 9th | Geas, Legend Lore |
In addition, the spells Elemental Bane, Thaumaturgy, and True Polymorph are added to your sorcerer spell list. True Polymorph may only transform yourself, and only into a dragon of the same basic type as your Draconic Ancestor (black, gold etc.).
Draconic Ancestor
You can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. In addition, you must choose one type of dragon as your ancestor. You gain resistance to your Ancestry's typing, and gain additional effects at later levels.
Amethyst or Astral (Force)
Your Draconic Ancestor's damage type is force. Whenever you learn a spell that deals psychic or thunder damage, you may swap its damage type to force instead (it may no longer be cast as any other damage type).
Battle or Sapphire (Thunder)
Your Draconic Ancestor's damage type is thunder. Whenever you learn a spell that deals bludgeoning or lightning damage you may swap its damage type to thunder instead (it may no longer be cast as any other damage type).
Black or Cooper (Acid)
Your Draconic Ancestor's damage type is acid.
Blue or Bronze (Lightning)
Your Draconic Ancestor's damage type is lightning.
Brass, Gold or Red (Fire)
Your Draconic Ancestor's damage type is fire.
Crystal or Radiant (Radiant)
Your Draconic Ancestor's damage type is radiant. Whenever you learn a spell that deals necrotic or psychic damage, you may swap its damage type to radiant instead (it may no longer be cast as any other damage type).
Emerald or Purple (Psychic)
Your Draconic Ancestor's damage type is psychic.
Green or Mercury (Poison)
Your Draconic Ancestor's damage type is poison, and grants you advantage to saving throws against poison. Whenever you learn a spell that deals acid or necrotic damage, you may swap its damage type to poison instead (it may no longer be cast as any other damage type).
Shadow, Topaz or Deep (Necrotic)
Your Draconic Ancestor's damage type is necrotic. Whenever you learn a spell that deals psychic or radiant damage, you may swap its damage type to necrotic instead (it may no longer be cast as any other damage type).
Silver or White (Cold)
Your Draconic Ancestor's damage type is cold.
Hardened Scales
Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class. In addition, when you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can still wield a shield and gain this benefit.
Draconic Affinity
Whenever you cast a sorcerer spell that deals the damage type of your Draconic Ancestor, you deal extra damage equal to your Charisma modifier (minimum of 1). You also gain the following metamagic options in addition to those that you already know:
Metamagic: Draconic Fury
When you take the cast a sorcerer spell of 1st level or higher, you can spend three sorcery points to exhale a breath of powerful magic as a bonus action. Choosing either a 30ft cone or 60ft long (5ft wide) line, Each creature of your choice within the area must make a dexterity saving throw against your Sorcerer Spell Save DC. On a failed save, they take damage equal to a number of 1d8's times your proficiency bonus of your chosen Draconic Ancestry's typing. at 14th level, the range of the cone increases to 60ft, and the range of the Line increases to 90ft and becomes 10ft wide.
Metamagic: Reflective Scales
When you cast a sorcerer spell of 1st level of higher, you may spend a number of Sorcery points up to your Charisma modifier, syphoning energy from the spell. For each sorcery point spent, roll 1d8 and gain temporary hit points equal to the total number rolled plus your charisma modifier. Whilst you retain Temporary Hit Points through this effect, you gain the benefit of Half Cover.
Soaring Might
You can sprout or dismiss a pair of dragon wings from your back as a bonus action, gaining a flying speed equal to your walking speed and can hover. You cannot sprout your wings while wearing medium or heavy Armor.
In addition, you may spend five sorcery points to increase your flying speed to 60 feet for one hour as a bonus action, and may do this as part of the bonus action to sprout your wings.
Draconian Ascension
You gain the ability to unleash the full power of your draconic ancestry! You gain immunity to the damage type of your chosen Draconic Ancestry. (You must select your Ancestry from the options given.)
You learn the True Polymorph spell if you do not already know it, though it still may only be used to transform yourself into a dragon of the same basic type as your Draconic Ancestor (green, topaz etc.). When you do so, you may spend 10 sorcery points to gain the following additional benefits:
- You may retain any worn equipment that can accommodate your new form, otherwise items merge with your form as normal.
- You gain access to any Legendary and Lair Actions of your new form. Your Legendary Actions are regained only at the end of a short rest. To establish a lair you must spend at least an hour each day for a month within your home or stronghold. Any existing lair begins to return to normal once a new lair is established, once True Polymorph ends for you, or if you have spent less than twenty fours inside your lair during the last month.
- You may cast sorcerer cantrips and spells up to 5th level using your own Spellcasting feature, casting modifier, spells, spell slots etc., ignoring uncosted material components, but may not have costed material components.
- You keep access to your Metamagic Options and Sorcerer points.
- You gain the ability to Change shape, as per the Change shape ruling's below.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Draconic Avatar
When you use True Polymorph to transform yourself into a dragon, you may choose to use the Draconic Avatar stat block below:
Draconic Avatar
Gargantuan dragon
Armor Class 19
Hit Points 256 (19d12 + 133)
Speed 40 ft., fly 80 ft.
Saving Throws DEX +8, CON +13, WIS +8, CHA +13
Skills Insight +8, Intimidation +13, Perception +14
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages (shares your languages)
Challenge 17 (18,000 XP) Proficiency Bonus +6
Adaptable. You have a burrow speed or swim speed equal to your walking speed, chosen to match your ancestor. You can breathe both air and water if you have a swim speed.
Damage Immunity. You are immune to the damage type determined by your Draconic Ancestor.
Legendary Resistance (3/day). If you fail a saving throw, you can choose to succeed instead.
Telepathy: You may retain any natural telepathic ability (not equipment or a spell) that you had before transforming.
Actions
Multiattack. You can use your Frightful Presence, one bite attack and two claw attacks as a single action.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage, plus 9 (2d8) damage of your Draconic Ancestor's damage type.
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail Attack. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Breath Weapon (Recharge 5-6). You exhale destruction in your choice of a 60-foot cone, or a 90-foot line that is five feet wide. Each creature in that area must take a Dexterity saving throw (DC 21), taking 66 (12d10) damage on a failed save, or half as much on a successful one. The damage type is determined by your Draconic Ancestor.
Frightful Presence. Each creature of your choice within 120 feet and aware of you must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for 24 hours.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
You can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Detect. You make a Wisdom (Perception) check.
Tail Attack. You make one attack with your tail.
Wing Attack (Costs 2 Actions). You beat your wings. Each creature within 10 feet of you must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.
Acid
You gain immunity to the typing of your Chosen Draconic Ancestry.
Cold
You gain immunity to the typing of your Chosen Draconic Ancestry.
Fire
You gain immunity to the typing of your Chosen Draconic Ancestry.
Force
You gain immunity to the typing of your Chosen Draconic Ancestry.
Lightning
You gain immunity to the typing of your Chosen Draconic Ancestry.
Necrotic
You gain immunity to the typing of your Chosen Draconic Ancestry.
Poison
You gain immunity to the typing of your Chosen Draconic Ancestry.
Psychic
You gain immunity to the typing of your Chosen Draconic Ancestry.
Radiant
You gain immunity to the typing of your Chosen Draconic Ancestry.
Thunder
You gain immunity to the typing of your Chosen Draconic Ancestry.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/19/2024 12:18:42 AM
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Posted Feb 12, 2026I like this but the spells don't show up on the sheet